Cited by 11Educational Games and GamificationEFL/ESL Teaching and LearningDigital Games and Media

How to Teach Languages with “Among Us”

Open access
York, James·2020·Ludic Language Pedagogy

Abstract

What is this? A guide to using the popular multiplayer game “Among Us” for teaching languages Why did you make it? Having played the game myself, I recognised its potential as a language learning tool and expect other teachers would appreciate a guide on how to use it. Who is it for? Teachers that would like to harness the social and cultural capital that students possess through knowledge of modern, online, multiplayer video games. What did you include? Post-play worksheets and a number of reasons explaining WHY a teacher may want to use such games in their context

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Crossref · 10.55853/llp_v2pg11

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  • Among Us can be effectively used to strengthen vocabulary knowledge as players have to create formulaic expressions through collaborative dialogues over repeated game sessions.

    “This result seems to confirm York's [49] belief that Among Us can be effectively used to strengthen vocabulary knowledge as players have to create formulaic expressions through collaborative dialogues over repeated game sessions.”

    From The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us (2021) · cites this paper as [49]

    In “Cognitive benefits” (page not available), York says that players can practise the same expressions repeatedly and have an opportunity to develop a repertoire of formulaic expressions through interaction. The paper does not specifically establish stronger vocabulary knowledge, and it describes developing that repertoire as an opportunity rather than something players must do. (LLM, conf=0.86)

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Cites

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1 of the 21 references couldn’t be matched to a known paper.

Research works printed but not linked: 7

  1. Chik, A. (2014). Digital Gaming and Language Learning: Autonomy and Community. Language Learning & Technology , 18(182), 85-100. https://doi.org/10125/44371
  2. DeKeyser, R. (2015). Skill acquisition theory. In B. VanPatten & J. Williams (Eds.), Theories in second language acquisition , (2nd ed., pp. 94-112). Mahwah, NJ: Erlbaum.
  3. Ellis, R. (2014). Principles of instructed second language learning. In M. Celce-Murcia, D. M. Brinton, & M. A. Snow (Eds.), Teaching English as a second or foreign language (pp. 31-45). Boston: Heinle.
  4. Huizinga, J. (1955) Homo Ludens: A Study of the Play Element in Culture . Beacon Press, Boston, MA.
  5. Krashen, S. (1977) The monitor model for adult second language performance. In Burt, M., Dulay, H. & Finocchiaro, M. (eds.) Viewpoints in English as a second language (pp.152-161). New York: Regents.
  6. Salen, K. & Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals , The MIT Press, Cambridge, MA.
  7. Swain, M. (2000). The output hypothesis and beyond: Mediating acquisition through collaborative dialogue. In J. Lantolf (Ed.), Sociocultural theory and second language (pp. 97-114). Oxford, UK: Oxford University Press.

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Authors
York, J.
Affiliations
Tokyo Denki University (JP)
Corresponding author
York, James
Venue
Ludic Language Pedagogy
Published
2020-10-25
Volume
2
Pages
269-283
ISSN
2435-2349 (ISSN-L)
OpenAlex
W3118091795
Cited by
10
References
21
Citations by year
2026: 2 · 2025: 4 · 2022: 1 · 2021: 3
FWCI
1.51
Type
journal article
Language
en
Open access
Locations
Ludic Language Pedagogy (publishedVersion, cc-by-nc-nd)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
Among Us, video games in language teaching, multiplayer games, game-based learning, language learning, social and cultural capital, online games

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